Hey! I was pretty bummed about the tag bug with blender 2.63a and tried a few different ways of getting the tag in my model all of which failed. I located the error and looked at a previous md3 exporter and with a bit of coding I fixed the tag problem.

Now using blender 2.63a, you can use tags. As always, you select your tag and mesh and just export.So here it is.

Thanks! And you just do what you normally would with a tag. Basically, make sure your armature is in pose mode. Position your tag where you want it, then select your tag and the bone you want to parent it to, and then parent. The tag will follow the bones animations perfectly.

The error seems simple : there is a division by 0, which might be the value of the "scene_minumum" variable here ...

I guess this variable might be the starting frame specified in the timeline, but it's variable name seems to be "frame_start".Also, by default, the starting frame is 1, so it shouldn't divide by 0 ... I moved the starting frame to 2, and I'm getting the same error.

The only thing I have not followed from the tutorial is the separation of the armature in 2 different parts (for upper and lower), because I thought it might be complicated to animate some things ...

Yup, it's always best to export objects separately (at present) otherwise the compounded mesh data (the export of several things at once) may cause various errors on export. Glad you got it sorted though.

You *can* export a full skeleton (not all MD3 usages need the upper/lower/etc split), but yes it will likely cause problems come time to test in the tech you're using because it'll be looking for 'properly' set up content. Certainly agree that having to do that can make animating confusing!

P.S. moved your post to this tech topic and tidied the old one (how to) up so there's less confusion over where these types of question can be asked.

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Strategee

Hi !I use "MD3 export for 2.63a with "tag_" support" and i have always the same problem with size.When i export it, the size of my model is really too big and even resize in blender doesnt work.Also the option in export script fail.

Have you tried using "Apply" ("Ctrl+A") on the mesh and armature before export? Be careful doing this with the Armature though, if it has Action sequences they may break (this happens because Blender set a keyframes positional data relative to the original coordinates attributed to individual bones, change those and it alters the resulting exported data, in other words Blender ends up exporting the model as if it were much larger than it actually is).

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Strategee

Hi-bis Thank you for your quick answer.In reality i test with no bones/armature and with a unique frame (but i tried ctrl + a).I guess i need armature and keyframe to fix size ?I go work on it and i post here if i'm still stuck =D.

Yes, iirc you won't get a valid MD3 if you try to export without an Armature and Action - standard 'object' based animation doesn't work (that's where the object has no Armature and you're animating by simply moving the Object around). To fix the size of the mesh you need to use the "Apply" function as that resets Object data to "1" (1:1 size/scale).

Hello! Over on the Duke4.net community, we've approached Drek, who is our usual go-to guy to update the Blender export script for 2.8. He's told us that due to the large amount of changes to 2.8, he won't be able to do this. Is there anyone else out there who could update the exporter for 2.8?